Simon St-Jules-Aillaud

Simon St-Jules-Aillaud

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location of Simon St-Jules-AillaudMontreal, Quebec, Canada

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  • Timeline

  • About me

    Audio Designer / Composer

  • Education

    • Cégep de Saint-Hyacinthe

      2015 - 2015
      Springboard to a DCS (081.06)

      [Introduction to the DMX protocol]During this term, I started my college pathway by mainly completing common classes of the core curriculum. I also took an optionnal class about lighting equipments — which notably introduced me to the DMX protocol.

    • Université de Montréal

      -
      Minor Digital Music
    • Cégep de Drummondville

      2015 - 2018
      Diploma of College Studies Sound Technology (551.B0)

      This program conducted by many professionals from the audio industry is a six trimesters (three years) cursus touching a wide range of audio expertises: live events, studio recording, post-production for movie and TV, interactive audio.

  • Experience

    • Keywords Studios

      Jul 2019 - Dec 2024

      • Ensured the integrity of all audio features of the projects I was assigned to (Suicide Squad : Kill the Justice League, Wonder Woman) by reporting issues in a clear and concise manner.• Conducted various initiatives on my own such as writing technical documentation (notably relating to the DualSense controller's Haptic Feedback feature and its synergy with audio concepts).• Created a prototype for haptic feedback based on the distance and localisation in the space of an object in Wwise/proprietary game engine.• Support for multiple audio tasks and audio bugs fixes. I often brought the solution to bugs when flagging them.• Responsible for the maintenance of various Confluence pages used by multiple teams.On-site in the WB Games Montréal studio and remotely (full-time hybrid). Show less • Ensured the integrity of all audio features (spatialization, haptic feedback, music, dialog, memory, and more) of the project I was assigned to (Gotham Knights) by reporting issues in a clear and concise manner.• Thoroughly diagnosing issues using Wwise's profiler, proprietary tools and the game engine. I often provided in-engine screenshots and video captures of the root cause of the issues in my reports — such as Blueprint graphs (Unreal Engine) and Voice Graph/Inspector (Wwise).• Managing / providing further personnal insights and diagnosis on audio bugs reports coming from internal and external Functionnality QA teams.• Involved in the final mixing session of the Gotham Knights project while actively taking part in the discussions with the members of the audio team.• Facilitated a clear flow of communication between Audio, QA, Production, and other discipline teams.On-site in the WB Games Montréal studio and remotely (full-time hybrid). Show less • Ensured the functionality the various features of the project I was assigned to (Mortal Kombat 11): online features, various game modes, cinematics, keyboard and mouse controls, various controllers including "arcade controllers", and more. It was my first experience working with various game consoles devkits and their related tools (PS4, Xbox One, PS5, Xbox Series).• Reported issues in a database to the developers based in Poland and Chicago.• Maintained documentation on post-launch content.• I also participated in an internal game jam (WB Games Montréal) as the Audio Designer of my team.Full-time on-site in the WB Games Montréal studio. Show less

      • Development QA Tester (Audio) - Senior

        Oct 2022 - Dec 2024
      • Development QA Tester (Audio)

        Feb 2021 - Oct 2022
      • Functionality QA Tester

        Jul 2019 - Feb 2021
  • Licenses & Certifications

    • Wwise Unity Integration (Wwise Certification 301)

      Audiokinetic
      Nov 2020